So i started with a little testmap to see what is possible.
I used this shader for the bricks
- Code: Select all
textures/e7/e7bricks01
{
qer_editorimage textures/e7/e7bricks01.tga
q3map_lightmapsamplesize 1x1
q3map_normalimage textures/e7/e7bricks01_normal.tga
{
tcgen lightmap
map $lightmap
rgbGen identity
}
{
map textures/e7/e7bricks01.tga
blendFunc filter
}
}
The images on the left side are are using q3map_lightmapsamplesize 2x2. The ones on the right are using q3map_lightmapsamplesize 1x1 (like in the shader above). Both versions used -lightmapsize 1024. -lightmapsize 512 blurred most of the small details (resembling the results on the left side).

The first thing you'll mention on the non-deluxe version is that there are nice bumpy details on the right side, while on the left side, using samplesize 2x2, nearly all of the details are washed out. So this is definitely an improvement. If you compare both deluxe versions, the differences are a lot less visible but the highlights on the bricks on the right side appear smoother and reach out further from the source. Also the bricks seem a little more 3d. At least they do for me

So this was not enough for me and i thought "K. This looks promising. Let's try this with Farewell".
After 9 hours of compiling and 84megs of external lightmaps later this was the result:


At first there's hardly a difference between the non-deluxe versions, but as soon as you turn on deluxemapping you can see the differences especially at the bricks on the round patch at that very spot on farewell we all know too good

Conclusion:
-Using large lightmaps and compiling with normalmaps is an improvement over what is in Nexuiz now. Visually.
-The differences are very small and are only recognizable on spots where the light hits the surface in a flat angle. 90% of the map looks effectively like the stock version.
-The size of the external lightmaps grows very large (84MB for farewell. 27MB zipped). So does the compile time (nearly 9 hours on my 5 year old pc with -light -bounce 3 -deluxe -fast -fastbounce -filter -patchshadows -samples 2 -lightmapsize 1024).
Maybe some mappers who aim for crazy detail will give this technique a try, but i doubt that this will be standard, since the filesize is ridiculously large and the benefits can easily be neglected particularly when actually playing the game

Anyway, feedback is of course appreciated